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Gaz Taylor

AoS 2 - Maggotkin of Nurgle Discussion

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2 hours ago, sal4m4nd3r said:

Harbinger is only 160 points. Confused on the double warshrine. It doesnt stack. Dropping one gives you 180 points to play with. I think you would get better use out of one big block of maruaders then two smaller ones for SURE. 

Sorry I mixed up the points of the Harbinger.

I am taking  two warshrine because they are so great, not for the stacking aura, which is certainly going to be FAQed, but for all the rerolling they provide.  With the spell of the CSL and an addtional warshirne, it means potentially I could have two units who can reroll hits and wounds.

I know that one big unit of marauder is better but the battlion needs 7 nurgle StD units and a hero if I am correct, so I have to split it into two units of 20.

Maybe I should make two unit of 10 warriors and get a unit of 40 marauders?

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2 hours ago, frostfire said:

Sorry I mixed up the points of the Harbinger.

I am taking  two warshrine because they are so great, not for the stacking aura, which is certainly going to be FAQed, but for all the rerolling they provide.  With the spell of the CSL and an addtional warshirne, it means potentially I could have two units who can reroll hits and wounds.

I know that one big unit of marauder is better but the battlion needs 7 nurgle StD units and a hero if I am correct, so I have to split it into two units of 20.

Maybe I should make two unit of 10 warriors and get a unit of 40 marauders?

Overlooked the fact that the harbinger doesnt count in the ptwb. No need to apologize about mistake on points. Just wanted to POINT it out. It appears the only real source of damage in the list is coming from the demon prince command ability. Play the list now thats fine.. I expect it to be faq'd into worthlessness in 2 weeks time. 

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6 hours ago, sal4m4nd3r said:

Harbinger is only 160 points. Confused on the double warshrine. It doesnt stack. Dropping one gives you 180 points to play with. I think you would get better use out of one big block of maruaders then two smaller ones for SURE. 

Why wouldn't double warshrine stack? The wording on the warscroll  clearly allows for stacking and I'm not aware of any general rule that would prevent it. 

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52 minutes ago, decker_cky said:

Why wouldn't double warshrine stack? The wording on the warscroll  clearly allows for stacking and I'm not aware of any general rule that would prevent it. 

Upon my initial reading of the warscroll I missed the “from this model” part...I’ve played this game enough to know the rules writers intent. It’s not intended to stack and I guarantee it will be faq’d. 

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None considering Chaos lord on manticore with nurgle alliance trait improve rend on all attacks by 1?! Since it's still warding as a single model : sword - 2 rend, Lance - 3, claws - 2 🤣

 

OK, it's 280 points and a 4+ save but he kills everything even without artifact

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Looking at running the new knights with a DP escort at the moment. Gives us a fast moving alpha strike unit, especially with the trees.

Anyone have any thoughts or ideas on the new chaos knights? 

I'm also waiting to see if the DP command ability is FAQed or not, that will make a little difference

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14 hours ago, Dew said:

Looking at running the new knights with a DP escort at the moment. Gives us a fast moving alpha strike unit, especially with the trees.

Anyone have any thoughts or ideas on the new chaos knights? 

I'm also waiting to see if the DP command ability is FAQed or not, that will make a little difference

The new knights are probably overpriced in terms of points.  How they are now makes them more or less worth their previous points value of 160.  That aside, I have run them in my list the last few days and with the Chaos Lord on Daemonic Mount's command ability plus Blades of Putrefaction they did make a good alpha strike unit.  Just don't expect them to live much longer than one turn though, at least not without a ton of buffs (Nurgle Warshrine +1 save, Sorc's Oracular vision).  If you don't want them to be a one-shot missile, then I reckon it makes more sense to run Ensorcelled Weapons.

But just in general, I'm not feeling it with the Slaves release.  Maybe it's because all the Slaves stuff I own (Knights and Warriors) is now too expensive for what it does.  Warriors in particular -  I can't see why I'd take them in any circumstance now.  MSU don't get the benefit of rerolling saves, so will die to anything that has either a missile or melee weapon profile.  To get the benefit of the rerolling save, a unit size of 15 seems the minimum - and that's 300 points already.  May as well take Plaguebearers, or 10 BKs.

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I was thinking about buying a cheap old unit of the Knights, like the old Realms of Chaos versions to match my warriors.  Sounding like maybe they're not even worth it.  Given all the assembly and painting I have right now, I'll wait on the Knights.   

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I think if you're going to include any slaves units you pretty much need to go all in and bring the support too. On purely face value the scrolls are overpriced, but combined with support like full rerolls to attack, wound, and save they start becoming much more attractive. Personally I'm having trouble placing chaos warriors as well but knights and marauders are very interesting. 

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Hi all,

 

I´ve got a lot of these models lying around:

 

https://www.games-workshop.com/de-DE/Goblin-Warriors-2018

 

Do you think they would be a good count-as for Nurgle Marauders? Just slap some shields on them (maybe the ones from Ungors) and you´re good to go? Unfortunately they are rather small compared to the original Marauders but they are on the same 25 mm base...

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8 hours ago, Hannibal said:

Hi all,

 

I´ve got a lot of these models lying around:

 

https://www.games-workshop.com/de-DE/Goblin-Warriors-2018

 

Do you think they would be a good count-as for Nurgle Marauders? Just slap some shields on them (maybe the ones from Ungors) and you´re good to go? Unfortunately they are rather small compared to the original Marauders but they are on the same 25 mm base...

In my opinion they would look great as marauders! Them being a little small doesn't bother me, you can just say their growth has been stunted by their various ailments after all.

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Great to see attack exploding changed to unmodified, along with some super generous battlion pts drops!

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Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. 

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4 minutes ago, Oceanic_Eyes said:

Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. 

I'm not seeing them.  Could you give a rundown of highlights?

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3 minutes ago, Kevin K said:

I'm not seeing them.  Could you give a rundown of highlights?

Affliction Cyst 140

Blight Cyst 140

Plague Cyst 140

The Munificient Wanderers 40

Nurgle's Menagerie 180

Tallyband of Nurgle 160

Thricefold Befoulment 60

The Blessed Sons 40

Edited by Oceanic_Eyes
Spelling mistakes oops
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1 minute ago, Oceanic_Eyes said:

Affliction Cyst 140

Blight Cyst 140

Plague Cyst 140

The Munificient Wanderers 40

Nurgle's Menagerie 180

Tallyband of Nurgle 160

Thricefold Befoulment 60

The Blesses Sons 40

Nice!  So only battalions?  They must be rebalancing the battalion points across the board to match the recent books.  That is very good

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It's a bit early to say but bks are very much improved with this small change. 

Means my demons are still meh. 

Guess if I want to continue with nurgle I get me many more bks. Maybe blightlords? 

Speed is all that's needed. 

Armies with good saves still a problem so who knows how this will pan out. 

Definitely an increase in nurgles attendance and an improvement in performance on the cards 

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3 minutes ago, Kevin K said:

Nice!  So only battalions?  They must be rebalancing the battalion points across the board to match the recent books.  That is very good

I love it. I'm saving 120 points in a pure Rotbringers list I was planning!

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Interestingly, you can now take a minimum blessed sons which includes a minimum blight cyst (so 3 rend units of blight kings, 4 plague aura units of blight kings), which gives the armour rerolls to the army, including the blight cyst.

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1 hour ago, Oceanic_Eyes said:

Solid points drops on the battalions are unexpected but welcome, but those unmodified hit changes are a blessing from Papa Nurgle himself. 

Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better?

Edited by EngraBlackSword

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Just now, EngraBlackSword said:

Allow me a stupid question. What's the difference between 6+ and unmodified 6?

Unmodified 6 isn't affected by by +1 hit buffs or -1 hit debuffs. Where as 6+ can be modified by those effects.

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1 minute ago, EngraBlackSword said:

Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better?

Removes the horrible match ups that occur when you have an opponent that can easily bring -1 to hit. Now the unit is going to be more generally useful.

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1 minute ago, relic456 said:

Unmodified 6 isn't affected by by +1 hit buffs or -1 hit debuffs. Where as 6+ can be modified by those effects.

I see, thank you mate!

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Just now, EngraBlackSword said:

Allow me a stupid question. What's the difference between 6+ and unmodified 6? Why is it better?

So with a 6+, the ability goes off on a 6, or anything buffed to a 6. 

With unmodified 6s, regardless of +1s or -1s, the ability goes off. 

Nurgle doesn't have any easily accessible +1 to hit options for Blightkings, but there's many -1 to hits in the game. So the unmodified 6s helps us out a lot more.

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